diff options
Diffstat (limited to 'npc/re/quests/quests_niflheim.txt')
-rw-r--r-- | npc/re/quests/quests_niflheim.txt | 803 |
1 files changed, 803 insertions, 0 deletions
diff --git a/npc/re/quests/quests_niflheim.txt b/npc/re/quests/quests_niflheim.txt new file mode 100644 index 000000000..2ddd28ac7 --- /dev/null +++ b/npc/re/quests/quests_niflheim.txt @@ -0,0 +1,803 @@ +//===== rAthena Script ======================================= +//= Quest NPCs related to Niflheim +//===== By: ================================================== +//= The rAthena Dev Team +//===== Current Version: ===================================== +//= 1.5 +//===== Compatible With: ===================================== +//= rAthena 7.15 + +//===== Description: ========================================= +//= [Aegis Conversion] +//= Piano Key Ouest +//= - Escape from Niflheim +//= - Variables in use: nif_esc, MISC_QUEST (Bit 32) +//= Message Delivery Quest +//= - Deliver a message to Erious' departed wife. +//= - Variables in use: nif_revive, MISC_QUEST (Bit 16384) +//===== Additional Comments: ================================= +//= 1.0 Initial release, moved Book of Devil and Piano quest +//= from npc/cities/niflheim.txt [Evera] +//= 1.1 Optimized Book of Devil quest. used bit-wise var, +//= Optimized Piano Quest - now uses 1 variable [Lupus] +//= 1.2 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf] +//= 1.3 Moved the Book of Devil quest to custom folder. [L0ne_W0lf] +//= Updated to Aegis 10.3 Standed, added Message Delivery Quest. +//= Rescripted Piano Quest. Prior quest progress will be lost. +//= 1.4 Fixed NPCs using ID 111 when it shoudl have been 139. [L0ne_W0lf] +//= 1.5 Swapped NPC IDs back from last change (139 back to 111). [L0ne_W0lf] +//= Clicking will do nothing, you have to still "touch" the npc. +//============================================================ + +//============================================================= +//Piano Quest +//============================================================= +niflheim,224,243,3 script Alreg#nif 795,{ + if (nif_piano) set nif_piano,0; + mes "[Alreg]"; + mes "Me like meat, muheh."; + mes "You! Look tempting."; + next; + mes "[Alreg]"; + mes "Me want to taste you."; + next; + mes "^FF3355*Crunch* Crunch*^000000"; + if (nif_esc == 0 && (MISC_QUEST & 32) == 0) { + set piano_root,rand(1,2); + percentheal -60,0; + next; + mes "["+ strcharinfo(0) +"]"; + mes "NooOOoOOoOoO~!"; + next; + mes "[Alreg]"; + mes "It long time since I had meat"; + mes "so... so good. You taste"; + mes "good. Alreg give you this"; + mes "for payback. Present!"; + mes "*Burrrp*"; + set nif_esc,rand(1,2); + getitem 7184,1; //Piano_Keyboard + close; + } + percentheal -30,0; + next; + mes "["+ strcharinfo(0) +"]"; + mes "Ow~! What are you"; + mes "trying to do, kill me?!"; + next; + mes "[Alreg]"; + mes "Hm? Oh, no no no."; + mes "Me am trying to eat you."; + close; +} + +nif_in,105,81,3 script Crayu#nif 794,{ + mes "[Crayu]"; + mes "Living one..."; + mes "Listen to this song..."; + mes "It's been sung by many for a"; + mes "long time, but nobody knows"; + mes "when it was made or who wrote it."; + next; + mes "[Crayu]"; + mes "^FF00001. Mountain sunset to the west"; + mes "^FF00002. Where the purple dusk falls "; + mes "^FF00003. Surrounded by beautiful melody"; + mes "^FF00004. You become the key that ignores its master^000000"; + next; + if (nif_esc == 1 || nif_esc == 4) { + mes "[Crayu]"; + mes "Okay, wait! Here's a test for you!"; + switch(rand(1,4)) { + case 1: + set .@songline$,"Mountain sunset to the west"; + mes "Write down the first line of the song."; + break; + case 2: + set .@songline$,"Where the purple dusk falls"; + mes "Write down the second line of the song."; + break; + case 3: + set .@songline$,"Surrounded by beautiful melody"; + mes "Write down the third line of the song."; + break; + case 4: + set .@songline$,"You become the key that ignores its master"; + mes "Write down the fourth line of the song."; + break; + } + next; + input .@input$; + if (.@input$ == .@songline$) { + mes "[Crayu]"; + mes "Excellent...!"; + mes "So you've been listening~!"; + mes "That makes you one of my"; + mes "favorite guests. Here's a"; + mes "little reward for you."; + next; + if (nif_esc == 1) { + set nif_esc,3; + } + else { + set nif_esc,6; + } + getitem 7184,1; //Piano_Keyboard + mes "[Crayu]"; + mes "Lastly, I hope you will show your"; + mes "respect to other Bards, just as"; + mes "you have done for me."; + close; + } + else { + mes "[Crayu]"; + mes "*Sigh*... If you had only"; + mes "listened to me, it would"; + mes "have been easy to answer."; + mes "Try to remember the line"; + mes "and try again!"; + close; + } + } + next; + mes "[Crayu]"; + mes "I wonder what the lyrics mean..."; + mes "They seem quite profound..."; + mes "I have the feeling that this song"; + mes "carries some secret."; + close; +} + +nif_in,31,20,3 script Kuzkahina#nif 794,{ + if (nif_esc == 2 || nif_esc == 3) { + mes "[Kuzkahina]"; + mes "I don't understand"; + mes "why I can't make any"; + mes "money with this store..."; + mes "Even when I was alive"; + mes "I could never make any"; + mes "money with my businesses..."; + next; + mes "[Kuzkahina]"; + mes "Hey you! Make yourself useful"; + mes "and throw this away when you leave."; + set nif_esc,nif_esc+2; + getitem 7184,1; //Piano_Keyboard + next; + mes "[Kuzkahina]"; + mes "Gosh, what's with this store?"; + mes "How did I end up hiring such useless employees...?"; + mes "*mumble mumble*"; + mes "*mumble mumble*"; + close; + } + mes "[Kuzkahina]"; + mes "I don't understand"; + mes "why I can't make any"; + mes "money with this store..."; + mes "Even when I was alive"; + mes "I could never make any"; + mes "money with my businesses..."; + close; +} + +niflheim,208,103,1 script #Graveyard1 111,1,1,{ + end; + +OnTouch: + if (nif_esc == 5 || nif_esc == 7 || nif_esc == 8 || nif_esc == 10) { + mes "^3355FFYou found something"; + mes "half-buried near a grave."; + mes "It looks very well-shaped.^000000"; + next; + mes "^3355FFWould you like to pick it up?^000000"; + if (select("Yes:No") == 1) { + if (nif_esc < 10) { + set nif_esc,nif_esc+2; + } + else if (nif_esc == 10) { + set nif_esc,11; + } + getitem 7184,1; //Piano_Keyboard + } + close; + } + end; +} + +niflheim,169,71,1 script #Graveyard2 111,1,1,{ + end; + +OnTouch: + if (nif_esc == 6 || nif_esc == 9) { + mes "^3355FFYou found something"; + mes "half-buried near a grave."; + mes "It looks very well-shaped.^000000"; + next; + mes "^3355FFWould you like to pick it up?^000000"; + if (select("Yes:No") == 1) { + set nif_esc,nif_esc+2; + getitem 7184,1; //Piano_Keyboard + } + close; + } + end; +} + +nif_in,115,181,0 script #Piano 111,1,1,{ + end; + +OnTouch: + if (nif_esc == 0 && (MISC_QUEST & 32) == 0) { + mes "^3355FFYou see a big, heavy piano."; + mes "You get the feeling that"; + mes "its music would sound magnificient.^000000"; + next; + mes "^3355FFAs you examine the piano,"; + mes "you find that 7 keys"; + mes "are missing in the"; + mes "middle of the keyboard."; + mes "If you had all the keys,"; + mes "you could play music...^000000"; + close; + } + if (nif_esc == 11) { + set nif_esc,12; + delitem 7184,6; //Piano_Keyboard + mes "^3355FFYou took the keys you've found"; + mes "and inserted them into"; + mes "each empty space.^000000"; + next; + mes "^3355FFBut then you realize"; + mes "that you're missing the last"; + mes "key for the space on the far"; + mes "left of the keyboard...^000000"; + close; + } + end; +} + +nif_in,114,181,0 script #Piano3 111,1,1,{ + end; + +OnTouch: + if (nif_esc == 12 || nif_esc == 13 || MISC_QUEST & 32) { + mes "^3355FFAs you bend towards"; + mes "the final empty key space"; + mes "to take a better look at it...^000000"; + next; + soundeffect "complete.wav",0; + next; + if (nif_esc == 12) { + set MISC_QUEST,MISC_QUEST | 32; + set nif_piano, 0; + } + mes "^3355FFYou begin to feel dizzy and"; + mes "your body feels as if it were"; + mes "floating in air. Then, your"; + mes "vision starts to blur...^000000"; + close2; + warp "nif_in",179,163; + end; + } + end; +} + +nif_in,188,168,3 script Witch#nif 792,{ + mes "[Kirkena]"; + mes "Huh? ...You're alive, aren't you?"; + mes "I'm not sure how more of you are"; + mes "able to get here and I don't"; + mes "know your reasons for coming,"; + mes "but this place is dangerous for"; + mes "the living."; + next; + mes "[Kirkena]"; + mes "I am sending you back"; + mes "outside of this town."; + mes "If you can help it, you"; + mes "better not come back to"; + mes "this place."; + close2; + warp "umbala",138,208; + end; +} + +//============================================================= +// Message Delivery Quest +//============================================================= +prt_in,161,20,3 script Erious#nif 92,{ + if (MISC_QUEST & 16384) { + mes "[Erious]"; + mes "I wish you safety from harm"; + mes "in your journeys, adventurer."; + close; + } + if (nif_revive == 0) { + mes "[Erious]"; + mes "*Sob*Sob*"; + mes "*Cries* Wahhh...!"; + mes "Elly, how could you"; + mes "leave me this way..."; + emotion e_sob; + next; + if (select("Comfort him.:Neglect him.") == 1) { + mes "[Erious]"; + mes "Ah, thank you for your kindness."; + mes "*Sob* My wife died while I was on"; + mes "a trip. I'm so sorry that I"; + mes "couldn't be with her when"; + mes "the end came..."; + next; + mes "[Erious]"; + mes "I wish I could talk to my Elly,"; + mes "although I know it's too late now."; + mes "*Cries* But... there is one last"; + mes "hope that I have. My absolute"; + mes "final chance..."; + next; + mes "[Erious]"; + mes "I was told that somewhere"; + mes "in this world, there exists a town"; + mes "where the dead reside. I might be"; + mes "able to meet my wife there, but"; + mes "I cannot leave my children here"; + mes "without me. *Cries*"; + next; + if (select("I can deliver your message to her.:I am so sorry to hear that.") == 1) { + mes "[Erious]"; + mes "Oh, can you?"; + mes "Thank you so much for your"; + mes "generosity. If you can do"; + mes "this for me, I would be"; + mes "greatly indebted to you."; + next; + mes "[Erious]"; + mes "You're an adventurer, aren't you?"; + mes "If your journeys take you to that"; + mes "town of the dead, and if you"; + mes "happen to meet her by chance..."; + next; + mes "[Erious]"; + mes "Please send Elly a message for me,"; + mes "let her know that what happened"; + mes "a month ago was all my fault."; + mes "Thank you for your help,"; + mes "and please take care."; + set nif_revive,1; + close; + } + mes "[Erious]"; + mes "*Cries* Is there no way that I"; + mes "can see her again? If I could"; + mes "talk to her at least once more,"; + mes "even if it's the last time,"; + mes "I would do anything..."; + close; + } + mes "[Erious]"; + mes "*Cries* Eeeeelllllyyyy~~~~!"; + mes "I never thought that would be"; + mes "the last time we would see"; + mes "each other..."; + mes "*Sob*..."; + close; + } + else if (nif_revive == 1) { + mes "[Erious]"; + mes "This place I was told about..."; + mes "The town of the dead..."; + mes "From what I remember, it was"; + mes "located near some rest area."; + next; + mes "[Erious]"; + mes "All day and night, it's filled"; + mes "with never ending screams of"; + mes "agony and despair. I hope that"; + mes "this will be helpful in your search."; + close; + } + else if (nif_revive == 5 || nif_revive == 6) { + mes "[Erious]"; + mes "Oh my! You really found the town,"; + mes "have you? I really appreciate that"; + mes "you've endured all this hardship"; + mes "for me... Um...So in the end..."; + mes "Were you able to meet my Elly?"; + next; + if (select("Yes.:Sorry, I couldn't.") == 1) { + if (nif_revive == 6 && countitem(934) > 0) { + mes "[Erious]"; + mes "Are you serious? What did she say?"; + mes "Did she say she will forgive me?"; + next; + select("Yes. And she gave me...this."); + delitem 934,1; //Mementos + mes "[Erious]"; + mes "Ah...In this box were the gifts"; + mes "I gave her when we started"; + mes "seeing each other. She had a"; + mes "serious illness even before we"; + mes "met, so I promised her that I"; + mes "would cure her illness..."; + next; + mes "[Erious]"; + mes "That's why I went on that trip..."; + mes "to find a cure or medicine"; + mes "for her... But my efforts turned"; + mes "out to be a good for nothing."; + mes "..................."; + mes "........."; + next; + mes "[Erious]"; + mes "Anyway, I appreciate your"; + mes "generousity. I want to pay"; + mes "you back for all the trouble"; + mes "I caused you, but I only have"; + mes "the medicine I found for her"; + mes "illness during this trip."; + next; + mes "[Erious]"; + mes "I hope you will take this medicine"; + mes "as a token of my gratitute."; + next; + if (checkweight(610,26)) { + set MISC_QUEST,MISC_QUEST | 16384; + set nif_revive,0; + getitem 607,2; //Yggdrasilberry + getitem 608,2; //Seed_Of_Yggdrasil + getitem 610,10; //Leaf_Of_Yggdrasil + mes "[Erious]"; + mes "Thank you for everything."; + mes "I wish you luck and safety"; + mes "in your adventures."; + close; + } + mes "[Erious]"; + mes "I have something to give you,"; + mes "but you're carrying too much"; + mes "stuff for me to give it to"; + mes "right now. Why don't you"; + mes "store your items somewhere?"; + close; + } + else if (nif_revive == 6 && countitem(934) < 1) { + mes "[Erious]"; + mes "Hmm...this is odd. I'm sure she would give you something as a token of meeting her. By any chance, is there anything that you've forgetten to bring me?"; + close; + } + mes "[Erious]"; + mes "I guess you misunderstood"; + mes "something or you're trying"; + mes "to scam a man in grief."; + close; + } + if (nif_revive == 5) { + mes "[Erious]"; + mes "I see...you have failed to find"; + mes "her... However, I also understand"; + mes "that fulfilling my request may"; + mes "be impossible..."; + next; + mes "[Erious]"; + mes "You've really gone out of your way"; + mes "to help me, so I want to give you"; + mes "something as a token of my"; + mes "gratitute."; + next; + if (checkweight(610,10)) { + set MISC_QUEST,MISC_QUEST | 16384; + set nif_revive,0; + getitem 610,10; //Leaf_Of_Yggdrasil + mes "[Erious]"; + mes "Thank you for everything."; + mes "I wish you luck and safety"; + mes "from harm in your journeys."; + close; + } + mes "[Erious]"; + mes "I have something to give you,"; + mes "but you're carrying too much"; + mes "stuff for me to give it to"; + mes "right now. Why don't you"; + mes "store your items somewhere?"; + close; + } + mes "[Erious]"; + mes "I see..."; + mes "...Wait! Doesn't that belong"; + mes "to my wife, Elly? Why are you"; + mes "trying to cheat a grieving man...?"; + close; + } + end; +} + +umbala,215,181,3 script Billik 733,{ + if (nif_revive > 1 || MISC_QUEST & 16384) { + mes "[Billik]"; + mes "Well, long time no see."; + mes "If you have a chance in the"; + mes "future, let's meet in the"; + mes "town of the dead later."; + mes "Hahahaha~"; + emotion e_no1; + close; + } + if (nif_revive == 1) { + mes "[Billik]"; + mes "The Town of the dead..."; + mes "It's a very dangerous place."; + mes "Why would you want to go there?"; + next; + if (select("I have to meet somebody there.:It's a part of my adventure.") == 1) { + mes "[Billik]"; + mes "Someone you have to meet there..."; + mes "Hmm... I suppose you wish to"; + mes "contact the dead..."; + mes "I can also see that you're"; + mes "determined to go."; + next; + mes "[Billik]"; + mes "*Sigh* Okay, if you really want to"; + mes "go, you must find a man named"; + mes "'Feylin.' It's very important to"; + mes "let him know that I introduced"; + mes "him to you."; + next; + mes "[Billik]"; + mes "He's not very trusting, but he"; + mes "likes roses a lot, so bring a rose"; + mes "for him. That way, he'll know for"; + mes "sure that I've sent you."; + set nif_revive,2; + next; + mes "[Billik]"; + mes "The town of the dead is located"; + mes "north of this place. Remember, it"; + mes "is very dangerous to go there,"; + mes "even for well experienced"; + mes "adventurers, so..."; + mes "Be careful."; + close; + } + mes "[Billik]"; + mes "Hahaha~ I guess you like adventure"; + mes "as much as I do. Although it's a"; + mes "very dangrous place, you will be"; + mes "paid back for your effort after"; + mes "you get there. But be careful."; + close; + } + else if (nif_revive == 0) { + mes "[Billik]"; + mes "What brings you here? I'm busy,"; + mes "leave if you don't have any business."; + close; + } +} + +niflheim,153,215,3 script Feylin 794,{ + if (nif_revive == 2) { + mes "[Feylin]"; + if (Sex == 1) { + mes "Poor guy..."; + } + else { + mes "Poor girl..."; + } + mes "Dying at such a young age..."; + mes "I am always sorry to see the"; + mes "young pass away."; + next; + mes "[Feylin]"; + mes "............??"; + mes "Oh, I see you're not dead yet,"; + mes "are you? It's unbelievable to"; + mes "see another living person"; + mes "in this town."; + next; + mes "[Feylin]"; + mes "Are you coming to rescue someone,"; + mes "or do you have another purpose?"; + mes "If you came here to meet a"; + mes "deceased friend of yours, you've"; + mes "come to the wrong person."; + next; + mes "[Feylin]"; + mes "Nobody in Niffelheim can"; + mes "perform that kind of miracle..."; + next; + mes "[Feylin]"; + mes "I can tell you have been through"; + mes "much hardship, but unfortunately,"; + mes "you came here for nothing. I hope"; + mes "you go back to where you came"; + mes "from before it's too late."; + set nif_revive,3; + close; + } + else if (nif_revive == 3) { + mes "[Feylin]"; + mes "I've asked you to leave this"; + mes "town immediately. I'm sorry"; + mes "but I know nothing about what"; + mes "you are asking."; + emotion e_an; + next; + if (select("But...:I am sorry.") == 1) { + mes "[Feylin]"; + mes "You must know something..."; + mes "Otherwise, you wouldn't be"; + mes "so stubborn. I am not sure"; + mes "who told you contacting the"; + mes "dead might be possible..."; + next; + mes "[Feylin]"; + mes "But I surely wouldn't have told"; + mes "you. Besides, speaking about"; + mes "such things is taboo."; + set nif_revive,4; + close; + } + mes "[Feylin]"; + mes "Please consider leaving this"; + mes "place as soon as possible."; + mes "Nobody should stay in"; + mes "Niflheim for too long."; + close; + } + else if (nif_revive == 4) { + if (countitem(748) > 0) { + mes "[Feylin]"; + mes "Huh, Billik must have sent you."; + mes "Since I'm indebted to him, I"; + mes "suppose I will help you."; + mes "But let me warn you."; + mes "The price that I demand may be"; + mes "more that you expect..."; + next; + if (select("I'm willing to do this.:I don't think I can do this.") == 1) { + if (BaseLevel > 79 && BaseLevel < 100) { + mes "[Feylin]"; + mes "Alright, but you must promise"; + mes "me that you will not let other"; + mes "people know what I am about"; + mes "to tell you."; + next; + mes "[Feylin]"; + mes "This sorcery requires great"; + mes "sacrifice. Needless to say, there"; + mes "is a chance that this spell may"; + mes "fail. I must also have"; + mes "10 Yggdrasil Leaf to cast this"; + mes "spell. Do you wish to continue?"; + next; + if (select("Yes:No") == 1) { + if (countitem(610) > 9) { + mes "[Feylin]"; + mes "I see. Then we shall begin."; + mes "Woombahsokasabahah!"; + mes "Woombah woombah hoombabah!"; + mes "Yeeeeep!"; + next; + set .@nif_revive1,rand(1,100); + if (.@nif_revive1 > 0) && (.@nif_revive1 < 88) { + mes "[Feylin]"; + mes "...I am sorry."; + mes "I have failed to summon"; + mes "who you wish to see. I am"; + mes "really sorry for this result."; + emotion e_omg; + delitem 748,1; //Witherless_Rose + delitem 610,10; //Leaf_Of_Yggdrasil + set nif_revive,5; + percentheal -99,0; + next; + mes "[Feylin]"; + mes "Unfortunately, it may be"; + mes "impossible to summon the"; + mes "spirit of the person with"; + mes "whom you wished to speak..."; + close; + } + else if (.@nif_revive1 > 87) && (.@nif_revive1 < 101) { + delitem 748,1; //Witherless_Rose + delitem 610,10; //Leaf_Of_Yggdrasil + percentheal -50,0; + mes "[Feylin]"; + mes ".........."; + mes ".........."; + next; + mes "[Elly]"; + mes ".........."; + mes ".....Umm..."; + mes "...Wasn't I just dead?"; + mes "Um, do I know you?"; + next; + select("I brought a message from your husband."); + mes "[Elly]"; + mes "Oh...I see...I'm sorry that I could not meet him before I died..."; + mes "So what is his message for me?"; + next; + select("Forgive him for what happened a month ago."); + mes "[Elly]"; + mes "*Sigh* He's such a nice husband..."; + mes "He pays such attention, even to"; + mes "the little things. Though, I"; + mes "should be the one apologizing"; + mes "to him..."; + next; + mes "[Elly]"; + mes "Please give him this box, and tell"; + mes "him to forget about me. He should"; + mes "live the rest of his life happily"; + mes "with someone else. Oh, also let"; + mes "him know that I forgive him."; + set nif_revive,6; + getitem 934,1; //Mementos + next; + mes "[Elly]"; + mes "I am glad to hear from my"; + mes "husband one more time. But I"; + mes "think I have to go now."; + mes "Thank you for your trouble."; + mes "Farewell..."; + next; + mes "[Elly]"; + mes "....................."; + mes "...................."; + next; + mes "[Feylin]"; + mes "I guess you have accomplished what"; + mes "you wanted. Well then, be careful"; + mes "when you go back..."; + close; + } + } + else { + mes "[Feylin]"; + mes "If you don't have the"; + mes "items, we cannot proceed."; + mes "Remember, I need 10 Yggdrasil"; + mes "Leaves to perform this spell."; + mes "Please bring them as soon"; + mes "as possible."; + close; + } + } + mes "[Feylin]"; + mes "I hope you will bring the items"; + mes "first. But... I don't have the"; + mes "confidence to promise that"; + mes "this spell will cast successfully."; + close; + } + mes "[Feylin]"; + mes "Hmm... You don't seem to have"; + mes "the strength to endure the"; + mes "casting of this spell. At"; + mes "your current strength, this"; + mes "spell will kill you."; + mes "I cannot take that risk."; + close; + } + mes "[Feylin]"; + mes "You made a good decision."; + mes "It's not a good idea to perform"; + mes "this kind of sorcery in the"; + mes "first place because of the"; + mes "risks involved..."; + close; + } + mes "[Feylin]"; + mes "No matter how many times you ask"; + mes "me, I cannot help you. Please"; + mes "leave this place as soon as you can."; + close; + } + mes "[Feylin]"; + mes "What makes you to come to such"; + mes "a dangerous town? Please leave"; + mes "this place as soon as you can."; + close; +} |